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playcanvas

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PlayCanvas WebGL game engine

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// Generic half-float packing with software fallback for subnormals // Addresses vendor differences in pack2x16float subnormal handling (e.g., Adreno (TM) 750 on Samsung Galaxy S24) var packHalfPS = /* wgsl */ ` #if defined(PLATFORM_ANDROID) // Software pack of one f32 -> f16 (low 16 bits). Ties-to-even, full subnormals. fn floatToHalf(a: f32) -> u32 { let u: u32 = bitcast<u32>(a); let sign: u32 = (u >> 16u) & 0x8000u; let absu: u32 = u & 0x7FFFFFFFu; let man: u32 = u & 0x007FFFFFu; let e32: i32 = i32((u >> 23u) & 0xFFu) - 127; // NaN / Inf if ((absu & 0x7F800000u) == 0x7F800000u) { let isnan = (man != 0u); return sign | select(0x7C00u, 0x7E00u, isnan); } // Overflow to Inf if (e32 > 15) { return sign | 0x7C00u; } // Normal half if (e32 >= -14) { var he: u32 = u32(e32 + 15); var hm: u32 = man >> 13u; let rem: u32 = man & 0x1FFFu; let add: u32 = select(0u, 1u, (rem > 0x1000u) || (rem == 0x1000u && (hm & 1u) == 1u)); hm = (hm + add) & 0x3FFu; if ((hm & 0x400u) != 0u) { hm = 0u; he = he + 1u; if (he >= 31u) { return sign | 0x7C00u; } } return sign | (he << 10u) | hm; } // Subnormals if (e32 >= -24) { let s: u32 = u32(-(e32 + 1)); let mnorm: u32 = 0x00800000u | man; var hm: u32 = mnorm >> s; let mask: u32 = (1u << s) - 1u; let rem: u32 = mnorm & mask; let halfBt: u32 = 1u << (s - 1u); let add: u32 = select(0u, 1u, (rem > halfBt) || (rem == halfBt && (hm & 1u) == 1u)); hm = hm + add; if (hm >= 0x400u) { return sign | (1u << 10u); } return sign | hm; } return sign; // signed zero } // Hybrid pack: software for subnormals, builtin for normal range fn pack2x16floatSafe(v: vec2f) -> u32 { // Convert the input floats to their 32-bit IEEE-754 bit patterns. // We'll inspect the exponent bits directly to determine their numeric range. let u_x: u32 = bitcast<u32>(v.x); let u_y: u32 = bitcast<u32>(v.y); // Extract the unbiased exponent for each component (float32 uses bias = 127). // e32 = exponent - 127 ⇒ actual power of two for each value. let e32_x: i32 = i32((u_x >> 23u) & 0xFFu) - 127; let e32_y: i32 = i32((u_y >> 23u) & 0xFFu) - 127; // ------------------------------------------------------------------------- // Detect values that would become *subnormal* (or zero) in float16. // // e32 < -14 ⇔ |value| < 2^-14 ≈ 6.1035e-5 // // Many mobile GPUs (including Adreno and Mali) mishandle half-precision // subnormals—typically flushing them to zero or rounding incorrectly. // To preserve correct rounding and sign, we use the software conversion // path (floatToHalf) for these small magnitudes. // // The software branch runs very rarely (<0.1% of typical values for // normalized scene data) and costs only a few ALU instructions, so the // performance impact is negligible while avoiding visible precision loss. // ------------------------------------------------------------------------- if (e32_x < -14 || e32_y < -14) { // Convert both components with the reference software routine // and pack into a 32-bit uint: low 16 bits = x, high 16 bits = y. return (floatToHalf(v.y) << 16u) | floatToHalf(v.x); } // Normal range: use the fast hardware builtin return pack2x16float(v); } #else // On non-Android platforms, use builtin directly (no subnormal workaround needed) fn pack2x16floatSafe(v: vec2f) -> u32 { return pack2x16float(v); } #endif `; export { packHalfPS as default };